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- Shader "VolumetricFog2/VolumetricFog2DURP"
- {
- Properties
- {
- [HideInInspector] _MainTex("Noise Texture", 2D) = "white" {}
- [HideInInspector] _DetailTex("Detail Texture", 3D) = "white" {}
- [HideInInspector] _NoiseScale("Noise Scale", Float) = 0.025
- [HideInInspector] _NoiseFinalMultiplier("Noise Scale", Float) = 1.0
- [HideInInspector] _NoiseStrength("Noise Strength", Float) = 1.0
- [HideInInspector] _Color("Color", Color) = (1,1,1)
- [HideInInspector] _Density("Density", Float) = 1.0
- [HideInInspector] _DeepObscurance("Deep Obscurance", Range(0, 2)) = 0.7
- [HideInInspector] _LightColor("Light Color", Color) = (1,1,1)
- [HideInInspector] _LightDiffusionPower("Sun Diffusion Power", Range(1, 64)) = 32
- [HideInInspector] _LightDiffusionIntensity("Sun Diffusion Intensity", Range(0, 1)) = 0.4
- [HideInInspector] _SunDir("Sun Direction", Vector) = (1,0,0)
- [HideInInspector] _ShadowData("Shadow Data", Vector) = (0.5, 0, 62500)
- [HideInInspector] _WindDirection("Wind Direction", Vector) = (1, 0, 0)
- [HideInInspector] _DetailWindDirection("Detail Wind Direction", Vector) = (1, 0, 0)
- [HideInInspector] _RayMarchSettings("Raymarch Settings", Vector) = (2, 0.01, 1.0, 0.1)
- [HideInInspector] _BoundsCenter("Bounds Center", Vector) = (0,0,0)
- [HideInInspector] _BoundsExtents("Bounds Size", Vector) = (0,0,0)
- [HideInInspector] _BoundsBorder("Bounds Border", Vector) = (0,1,0)
- [HideInInspector] _BoundsData("Bounds Data", Vector) = (0,0,1)
- [HideInInspector] _DetailData("Detail Data", Vector) = (0.5, 4, -0.5, 0)
- [HideInInspector] _DetailColor("Detail Color", Color) = (0.5,0.5,0.5,0)
- [HideInInspector] _DetailOffset("Detail Offset", Float) = -0.5
- [HideInInspector] _DistanceData("Distance Data", Vector) = (0, 5, 1, 1)
- [HideInInspector] _DepthGradientTex("Depth Gradient Texture", 2D) = "white" {}
- [HideInInspector] _HeightGradientTex("Height Gradient Texture", 2D) = "white" {}
- [HideInInspector] _SpecularThreshold("Specular Threshold", Float) = 0.5
- [HideInInspector] _SpecularIntensity("Specular Intensity", Float) = 0
- [HideInInspector] _SpecularColor("Specular Color", Color) = (0.5,0.5,0.5,0)
- [HideInInspector] _FogOfWarCenterAdjusted("FoW Center Adjusted", Vector) = (0,0,0)
- [HideInInspector] _FogOfWarSize("FoW Size", Vector) = (0,0,0)
- [HideInInspector] _FogOfWarCenter("FoW Center", Vector) = (0,0,0)
- [HideInInspector] _FogOfWar("FoW Texture", 2D) = "white" {}
- [HideInInspector] _BlueNoise("_Blue Noise Texture", 2D) = "white" {}
- [HideInInspector] _MaxDistanceData("Max Lengh Data", Vector) = (100000, 0.00001, 0)
- }
- SubShader
- {
- Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
- Blend One OneMinusSrcAlpha
- ZTest Always
- Cull Front
- ZWrite Off
- Pass
- {
- Tags { "LightMode" = "UniversalForward" }
- HLSLPROGRAM
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
- #if UNITY_VERSION < 202100
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #else
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
- #endif
- #pragma multi_compile _ _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ VF2_DEPTH_PREPASS
- #pragma multi_compile_local_fragment _ VF2_POINT_LIGHTS VF2_NATIVE_LIGHTS
- #pragma multi_compile_local_fragment _ VF2_RECEIVE_SHADOWS
- #pragma multi_compile_local_fragment VF2_SHAPE_BOX VF2_SHAPE_SPHERE
- #pragma multi_compile_local_fragment _ VF2_DETAIL_NOISE VF2_CONSTANT_DENSITY
- #pragma shader_feature_local_fragment VF2_DISTANCE
- #pragma shader_feature_local_fragment VF2_VOIDS
- #pragma shader_feature_local_fragment VF2_FOW
- #pragma shader_feature_local_fragment VF2_SURFACE
- #pragma shader_feature_local_fragment VF2_DEPTH_GRADIENT
- #pragma shader_feature_local_fragment VF2_HEIGHT_GRADIENT
- #pragma shader_feature_local_fragment VF2_LIGHT_COOKIE
- #if UNITY_VERSION >= 202200
- #pragma multi_compile _ _FORWARD_PLUS
- #endif
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #undef SAMPLE_TEXTURE2D
- #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, 0)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "CommonsURP.hlsl"
- #include "Primitives.cginc"
- #include "ShadowsURP.cginc"
- #include "Raymarch2D.cginc"
- #include "PointLights.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float3 wpos : TEXCOORD0;
- float4 scrPos : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- int _ForcedInvisible;
- v2f vert(appdata v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.pos = TransformObjectToHClip(v.vertex.xyz);
- o.wpos = TransformObjectToWorld(v.vertex.xyz);
- o.scrPos = ComputeScreenPos(o.pos);
- #if defined(UNITY_REVERSED_Z)
- o.pos.z = o.pos.w * UNITY_NEAR_CLIP_VALUE * 0.99999; // 0.99999 avoids precision issues on some Android devices causing unexpected clipping of light mesh
- #else
- o.pos.z = o.pos.w - 1.0e-6f;
- #endif
- if (_ForcedInvisible == 1) {
- o.pos.xy = -10000;
- }
- return o;
- }
- half4 frag(v2f i) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(i);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- float3 rayStart = GetRayStart(i.wpos);
- float3 ray = i.wpos - rayStart;
- float t1 = length(ray);
- #if defined(FOG_ROTATION)
- float3 rayStartNonRotated = rayStart;
- float3 rayDirNonRotated = ray / t1;
- rayStart = RotateInv(rayStart);
- ray = mul((float3x3)_InvRotMatrix, ray);
- float3 rayDir = ray / t1;
- #else
- float3 rayDir = ray / t1;
- float3 rayStartNonRotated = rayStart;
- float3 rayDirNonRotated = rayDir;
- #endif
- #if VF2_SHAPE_SPHERE
- float t0;
- SphereIntersection(rayStart, rayDir, t0, t1);
- #else
- float t0 = BoxIntersection(rayStart, rayDir);
- #endif
- CLAMP_RAY_DEPTH(rayStartNonRotated, i.scrPos, t1); // clamp to geometry
- #if defined(FOG_MAX_DISTANCE_XZ)
- float slope = 1.0001 - abs(rayDir.y);
- FOG_MAX_LENGTH /= slope;
- #endif
- t1 = min(t1, FOG_MAX_LENGTH); // max distance
- if (t0>=t1) return 0;
- SetJitter(i.scrPos);
- half4 fogColor = GetFogColor(rayStart, rayDir, t0, t1);
- // dither
- fogColor.rgb = max(0, fogColor.rgb - jitter * DITHERING);
- // alpha
- fogColor *= _LightColor.a;
- #if VF2_POINT_LIGHTS
- AddPointLights(rayStartNonRotated, rayDirNonRotated, fogColor, t0, t1 - t0);
- #endif
- #if defined(FOG_MAX_DISTANCE_XZ)
- float fallOffFactor = FOG_MAX_LENGTH * FOG_MAX_LENGTH_FALLOFF + 1.0;
- half maxDistanceFallOff = (FOG_MAX_LENGTH - t0) / fallOffFactor;
- #else
- half maxDistanceFallOff = (FOG_MAX_LENGTH - t0) / FOG_MAX_LENGTH_FALLOFF_PRECOMPUTED;
- #endif
- fogColor *= saturate(maxDistanceFallOff * maxDistanceFallOff * maxDistanceFallOff * maxDistanceFallOff);
- return fogColor;
- }
- ENDHLSL
- }
- }
- }
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